From a685e024a62751289ccfa41c962b039d1de748bd Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Tue, 23 Apr 2019 13:12:16 -0700
Subject: SL-10901

Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
---
 .../app_settings/shaders/class1/deferred/alphaF.glsl  |  4 +++-
 .../shaders/class1/deferred/materialF.glsl            |  4 +++-
 .../shaders/class1/deferred/shadowUtil.glsl           | 19 ++++++++++++-------
 .../shaders/class1/deferred/softenLightF.glsl         |  3 ++-
 .../shaders/class1/windlight/atmosphericsFuncs.glsl   |  5 +++++
 .../shaders/class2/deferred/softenLightF.glsl         |  4 ++--
 6 files changed, 27 insertions(+), 12 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index ab7f779a39..e8400ba66d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -83,6 +83,8 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
 float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
 #endif
 
+float getAmbientClamp();
+
 vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
 {
     //get light vector
@@ -209,7 +211,7 @@ void main()
     float ambient = da;
     ambient *= 0.5;
     ambient *= ambient;
-    ambient = max(0.66, ambient); // keeps shadows dark
+    ambient = max(getAmbientClamp(), ambient); // keeps shadows dark
     ambient = 1.0 - ambient;
 
     vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 0819f1b292..f1dbf4af46 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -83,6 +83,8 @@ uniform vec3 light_direction[8];
 uniform vec4 light_attenuation[8]; 
 uniform vec3 light_diffuse[8];
 
+float getAmbientClamp();
+
 vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
 {
     //get light vector
@@ -305,7 +307,7 @@ void main()
     float ambient = da;
     ambient *= 0.5;
     ambient *= ambient;
-    ambient = max(0.66, ambient);
+    ambient = max(getAmbientClamp(), ambient);
     ambient = 1.0 - ambient;
 
     vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 84032f7ff7..c2cb0eb8c3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -48,15 +48,17 @@ uniform int sun_up_factor;
 
 float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
 {
+    float offset = shadow_bias * bias_mul;
     stc.xyz /= stc.w;
-    stc.z += shadow_bias * bias_mul * 2.0;
+    stc.z += offset * 4.0;
     stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
     float cs = shadow2D(shadowMap, stc.xyz).x;
     float shadow = cs * 4.0;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+    stc.z += offset * 2.0;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x,  0.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
+    shadow += shadow2D(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x,  1.5/shadow_res.y, 0.0)).x;
     return clamp(shadow * 0.125, 0.0, 1.0);
 }
 
@@ -91,7 +93,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
 
     vec3 offset = light_dir.xyz * (1.0 - dp_directional_light);
 
-    shadow_pos += offset * shadow_offset;
+    shadow_pos += offset * shadow_offset * 2.0;
 
     vec4 spos = vec4(shadow_pos.xyz, 1.0);
 
@@ -109,6 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             
             float w = 1.0;
             w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+            w = clamp(w, 0.0, 1.0);
             shadow += pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
             shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
@@ -121,6 +124,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
             w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+            w = clamp(w, 0.25, 1.0);
             shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
         }
@@ -132,6 +136,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
             w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+            w = clamp(w, 0.5, 1.0);
             shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
         }
@@ -142,7 +147,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
                             
             float w = 1.0;
             w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-                
+            w = clamp(w, 0.75, 1.0);
             shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
         }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 6f18244875..68deedd0d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -70,6 +70,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
 vec3 getNorm(vec2 pos_screen);
 vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
 
+float getAmbientClamp();
 void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
 
 vec3 scaleSoftClipFrag(vec3 l);
@@ -111,7 +112,7 @@ void main()
         float ambient = da;
         ambient *= 0.5;
         ambient *= ambient;
-        ambient = max(0.66, ambient);
+        ambient = max(getAmbientClamp(), ambient);
         ambient = 1.0 - ambient;
 
         vec3 sun_contrib = final_da * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 07190d081e..09fb3e4c8a 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -42,6 +42,11 @@ uniform mat3 ssao_effect_mat;
 uniform int no_atmo;
 uniform float sun_moon_glow_factor;
 
+float getAmbientClamp()
+{
+    return 0.88f;
+}
+
 void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
 
     vec3 P = inPositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index f1c06fcc8a..dd70790fc3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -71,7 +71,7 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
 vec3 scaleSoftClipFrag(vec3 l);
 
 void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-
+float getAmbientClamp();
 vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
 
 vec4 getPositionWithDepth(vec2 pos_screen, float depth);
@@ -124,7 +124,7 @@ void main()
         float ambient = da;
         ambient *= 0.5;
         ambient *= ambient;
-        ambient = max(0.66, ambient);
+        ambient = max(getAmbientClamp(), ambient);
         ambient = 1.0 - ambient;
 
         vec3 sun_contrib = scol * final_da * sunlit;
-- 
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